So, I'm trying to learn ZBrush for both professional and personal reasons, and I think that I'm just barely getting the hang of it. I've been at it for some time now, but I've recently gone on this tutorial kick- downloading them, watching them on various video sites, and scrolling through the forum at ZbrushCentral. Really, go and check out the gallery there. Some really awesome ZBrush work has been submitted there, including some by forum regular, makeup artist, Rick Baker. I'm nowhere near these guys, but I'm making the slow climb. Anyway, since my understanding of the program has expanded tenfold in the past week, I decided that I would finally attempt a full sculpt. Before, I had only attempted clumsy 3D doodles, but now I was ready to try a complete clumsy 3D sculpture. This is not a tutorial. I'm still plodding along, here.
Basically, there's a good bit of artistic and technical laziness(and no small amount of uncertainty) involved. The entire project evolved relatively quickly: I started on Monday afternoon and had a finished rendering by Tuesday evening. I began by finding a good electron microscope image to draw my material capture from. For those of you who don't know, ZBrush enables users to sample material properties from any image- not surface patterns, but, say, the red gloss of a tomato, the pitted, dull luster of pewter, or the strange rimlit skin of a microscopic worm. On www.mpg.de I found this wonderful image of Caenorhabditis elegans (left) and Pristionchus pacificus (right), with just the right kind of lighting. Using the MatCap Brush in ZBrush, I was able to get a nice sampling of the surface/lighting properties. |
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![]() Here's the model laid out in ZSpheres- you can see some of the surface topology peeking through the spheres. What I did- and I'm not sure I was supposed to- was lay out the basic framework in ZSpheres and then immediately constructed a new surface topology over those spheres(basically, I draw a grid- point by point- over the surface, covering up and holes or deformations formed by the sloppy arrangement of my ZSpheres, and this creates a new skin which I then use as my base polymesh). I think you're only supposed to do this when you want an underlying rigging for your sculpture. After arranging ZSpheres into a structure, they automatically generate their own polygons. Those probably would have done just fine, but for whatever reason, I was thinking that I would lay on a topology that had a much denser polygon count around the head area, so i could really detail it. I imagined putting tiny hairs and spines everywhere- which I never did. In the end, I kind of screwed myself up a bit. One, because creating the topology was really a pain in the arse, and Two, because I made the polygons too big in the abdomen region- which didn't give me much to work with when I started putting the fine details in. Anyone reading this who has a good knowledge of how ZBrush works is probably shaking their head or laughing at this point. |
If you aren't already drifting off, I won't bore you with with the fascinating details of the sculpting process, but I will show you what I was actually kind of pleased with. Below is top-down view of the mite. For most of the sculpting process, the mite looked like your average lumpy ZBrush doodle- which I seem to see a lot when looking at both my work and the early works of others. Symmetry makes it a lot more palatable, but a lumpy mess is still a lumpy mess. I don't have any images of this half stage, but all you need to do is imagine a mite-like thing with just a serious of random(yet symmetrical) lumps, gashes, and folds on its back> I was able to contour it our so it made a bit more organic sense. It still looks very lumpy to me, but I liked how the rake brush created these nice maze-like patterns. You can see in some areas that the grooves aren't as defined- that wasn't by choice. That's where I made the topology grid too broad, so ZBrush didn't have enough polygons to work with. The polygons are the clay you work with, stretch them out too thin, and then you're dealing with, say, 10 polygons covering an area, as opposed to the 200 covering a similarly-sized area somewhere else. ![]() Skipping right to the end, here are the finished renders. I added the white fibers as seperate subtools, but that was a real pain in the backside, having to position and twist each one(they were all the same polymesh, just re-sized and deformed a bit). I only did about 75% of the fibers- there aren't any on the mite's left side. Well, that's that. Some post process color saturation/hue adjustments were done in Photoshop CS3, but everything else is a pure ZBrush 3.1 render. ![]() ![]() |
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